Follow TV Tropes

Following

Unintentionally Unwinnable / Metroid

Go To

  • Super Metroid:
    • With a little bit of Sequence Breaking it is possible to acquire the Gravity Suit early, and ultimately reach Tourian without ever collecting the Varia suit. The catch is that each Suit cuts damage by half (both suits = 1/4 damage) ... Without the Varia Suitnote , Mother Brain's unavoidable Hyper Beam attack inflicts a whopping 600 points damage, and if you don't have enough E-tanks to survive one Hyper Beam, the final plot event (where the baby Metroid rushes in to save Samus) never triggers...since you died before it could take place.
    • A player who is very adept at maneuvering Samus before she gets her mobility upgrades (like the Gravity Suit) can find themselves stuck in certain spots with no way out. While the game tries very hard to prevent this with the appropriate obstacles, it is very possible to enter later rooms of the aquatic area Maridia with enough bomb-jumping and wall-jumping. A player needs to be careful when doing this, since there is a room or two with quicksand. The sand usually just pulls Samus down to the bottom of the pit the longer she goes without jumping- all the player needs to do is jump up the sand. However, being underwater reduces Samus' mobility (without the above Gravity Suit). Being in quicksand further reduces her mobility. As long as she has the Gravity Suit (which should have been obtained by that point), she can nullify the underwater movement restriction and get out of the sand with a little bit of jumping. But without the suit, she suffers twice the movement penalty, sinking down faster than she can jump up, effectively making it impossible for Samus to ever escape this watery grave. Without the Hi-Jump Boots, there is no way out.
    • It is possible to skip the Charge Beam, but virtually every room past the one where you would pick it up assumes you have it. For instance, bosses and some enemies can only be damaged by Charge Shots or missiles. If you run out of missiles and the enemy doesn't produce drops (like two of the bosses and one of the mini-bosses), you can be locked in the room with a hostile giant with no way out except death or reset. Oh, was your last save at the save station right before the final boss? You mean the one that creates a Point of No Return?
  • Metroid Fusion
    • The TRO Trap is a very tricky Sequence Break that lets Samus fight Nettori (the root boss) before defeating Yakuza (the suplexing spider). It makes the game unwinnable because the game breaks when bosses are defeated out of the scripted order - Nettori's Core-X will give you an error message saying Level 1 hatches are unlocked instead of the Plasma Beam, and Yakuza will be gone if you try to go and fight it afterwards. The unintentional part arises because Fusion, unlike other Metroid games, is programmed specifically to follow the story's events in order, and is very unreceptive to sequence breaks as a result.
    • The final SA-X battle can be made unwinnable by shooting it on a specific frame, making the boss completely invulnerable to damage. If this happens the only thing the player can do is try again from a previous save.
  • Metroid Prime: In the original North American GameCube release, as well as the launch version of Remastered, there is a bug that was fixed in later releases wherein if you beat the Phazon Elite and are careless enough to leave the room without collecting the Artifact of Warrior that it drops upon defeat, it disappears and will never return. Unfortunately, it's one of the items required to beat the game.
  • Metroid: Zero Mission:
    • It is possible to be forced to reset and start from your last save right near the end of the game on Hard mode. In the second half of the game (The Mothership/Chozodia), save stations also do the dual service of refilling your health and ammo. On Hard mode, a couple of those save stations are simply walled off and inaccessible. Once you get your suit back and are going back through the game item-hunting, be very careful when you loop back around to the Chozo Ruins, because once you get your suit back, several obstacles will be placed throughout the ruins that require Power Bombs to destroy. On your way to get one of the Power Bomb expansions, you'll fall through a collapsible floor with no way back: the only way out is forward. On Normal mode, there's a save station right after with a chance to refill, but on Hard mode that's one of the stations that's walled off. In order to progress forward and get out of this area, it is absolutely mandatory that you have at least two Power Bombs in tow, because the Zebesians don't drop anything. If you don't, you're done.
    • In the American and Japanese versionsnote , if you are gunning for a Hard Mode minimalist run, make sure you have either (a) a second Missile tanknote  (b) a Super Missile Tank, or (c) the Screw Attack before fighting Mother Brain. After defeating the Ruins Test in Chozodia, there is a segment where you need the Screw Attack to break two walls, or three missiles (two to go around the walls) if you skipped the Screw Attack. Since none of the Zebesians drop pickups, and the breakable blocks return if you leavenote , if you have only one missile tank and don't have the Screw Attack, you're stuck.
  • Metroid Prime 2: Echoes:
    • The game includes a number of rooms that have several switches that must be shot in order to progress. If the player triggers some of the switches and then leaves the room, the game becomes unwinnable (or some items become inaccessible, depending on which room) because the game resets the counter but does not reactivate the switches.
    • You can trigger a super-jump glitch while fighting the boss Chykka, letting you leave the room during the fight since the doors don't lock. If you do this, however, then Chykka is gone for good — along with the reward for defeating it, the Dark Visor, which is required to beat the game. You can play with the super-jump glitch safely, but only if you beat Chykka first.
    • It's possible, with some heavy-duty glitch exploitation, to skip the scene where Samus loses her gear to the Ing. The game can continue somewhat normally from there... but under no circumstances should you return to the area where that scene takes place. If you do, then the scene will play again, and all of your items will be lost. If you already collected them, then you can't collect them again.
  • Metroid Prime 3: Corruption has sequence breaks that allow you to get the Spider Ball earlier than you're supposed to. However, if you then use this to get the Hazard Shield before beating Gandrayda, you're stuck - the Hazard Shield is replaced by a missile expansion which you can't pick up, and as such the enemies that are supposed to break open a window for you to escape afterwards never spawn.
  • In Metroid: Other M, there's a glitch that can occur late in the game once you can use the Grapple Beam and are ordered to hunt down Ridley. There's a certain door that Adam unlocks by this point that you access by using the Grapple Beam. However, should a certain thing be done, this door would be locked and would not open no matter what you do. Now there are two possibilities for this glitch: The one theorized by fans which states taking down the Rhedogian and then going back to a previous Navigation Room and saving there, and the one stated by Word of God that claims the cause is picking up the Ice Beam, going into the next room and killing the enemies there to open the next room, then going back to the Ice Beam room before progressing to the room you unlocked. Regardless of which one it is, the only thing to do at this point is start over. To avoid this, do not backtrack to the Ice Beam room until you enter the second room after it at least once, and do not backtrack once you encounter the Rhedogian (the first and third battles, to be specific).
  • Metroid Dread had a softlock prior to version 1.0.2. It's possible to skip the first E.M.M.I. by using the pseudo-Wave Beam glitch to shoot through a wall and detonate the explosive goop from the left side. If you skipped the E.M.M.I., but returned to the area where it's encountered during a certain lategame sequence, the E.M.M.I. would only exist in the initial cutscene where it encounters Samus, and would disappear as soon as it ended - not a problem until you tried to leave, as you had to kill the now-nonexistent robot to unlock the door and get back to Artaria. Version 1.0.2 fixed the softlock by making the E.M.M.I. spawn as normal during the sequence, letting it play out as normal.

To return to the index, click here.

Top